The Occultist walkthrough – Full guide and puzzle solutions

Available on PS5, Xbox Series X/S and PC, The Occultist is a narrative driven adventure of the supernatural kind, putting players in control of a paranormal investigator. Alan Rebels is his name, voiced by the very same person who voices Geralt of Rivia in CD Projekt Red’s The Witcher games, and The Occultist finds him just arriving on the British island of Godstone to deal with a personal matter. You see his father has gone missing, and he hopes to find him.
With a range of unusual abilities at his disposal, The Occultist will have you making your way through various locations as Alan Rebels, investigating as much as you can while overcoming puzzles and dealing with supernatural entities. While it’s not the most challenging game in the world, there’s a chance you might get stuck on a puzzle or two, and so we’ve put together a handy walkthrough for The Occultist to help you along your way.
The Occultist walkthrough: Tips before you start
- Saving your game: Like many games these days, your progress is saved automatically in The Occultist. Look out for a strange symbol frequently appearing in the corner of the screen, letting you know that your progress has just been saved.
- Using your skills: Throughout The Occultist, you will acquire a number of supernatural skills which prove useful in your investigation. These are Vera Visio, Tempus Fugit, Caecus Corvus, and Vermis Mentis. You can quickly switch between these using the d-pad, or you can hold the left trigger to bring up a skill selection screen. To use them, press and hold the right trigger.
- Checking your health: While there’s no combat in The Occultist, you are often in peril and can be killed. In an instance where there is a threat, you can check your health by holding the left shoulder button. Alan will raise his left hand, which will allow you to judge how much danger you’re in. The good news is that you heal automatically.
- Using your diary: As you make your way through The Occultist, Alan will write and draw pictures in his diary. If you’re stuck on a puzzle, maybe check it out, as it could hold a handy clue. To open Alan’s diary, press triangle/Y.
Forest
- After getting off the boat, follow the path into the woodland ahead, paying attention to the tutorials as you go.
- Keep following the main path until you reach a bridge that’s broken – what appears to be a fireball will fly towards you from the other side of the ridge.
- Turn around and head back from where you came, keeping an eye out for a path on your left as you go.

- Go down that path and cross over the river using the log – you’ll need to balance carefully.
- Carry on through the forest, moving up the hill. Eventually you’ll reach a cabin. Enter it and use Vera Visio (up on d-pad to select skill, then hold R2 to use it) to reveal the map on the cabinet inside. There’s also a belt you can pick up and examine with Vera Visio to reveal some blood.
- Leave the cabin and continue following the path in the woods until you reach a corn field, and beyond it a house.
Parker’s house and barn
- Head through the corn field and approach the door to the house to find it locked. Turn back around and make your way through the corn field again. Head left once you’re out of it to find a cave.

- Crawl through the entrance to the cave, then once you’re inside pick up the torch on your right, and the house keys further back. Use Vera Visio in the cave to reveal a some drawings across from the torch and a collectible medallion (1/15) near to the keys.
- Leave the cave an go back to the house, using the keys to open the door.
- Inside the house, enter the kitchen ahead and use Vera Visio to reveal blood a blood trail heading into the basement. Try to enter it and you’ll have your first scare!
- Read the collectible gospel fragment (1/5) on the kitchen counter, then start to explore the house. In the bathroom grab the thread with hook.
- Move up to the first floor and grab the hammer on the table in front of the window. Go into the only open room and use Vera Visio to reveal a dog toy on the table. Inspect it to reveal the name Tommy.
- Push the nearby cabinet out of the way to reveal a grate, then use the hammer to open it. Move through the opening to get into the next room.
- In the small room, pick up the x-ray on the desk next to the abacus. Leave the room via the door, then use the x-ray to open the other door straight ahead.
- In the room you’ve just opened, use Vera Visio to reveal the knife on the dressing table, then enter the attached bathroom.
- Use Vera Visio on the sink, then use the thread with hook to retrieve the ring from inside the plug hole. Inspect the ring to reveal the names Joseph and Telsa. The latter is what you need to open the basement.
- Go back downstairs and open the basement door with the name Telsa.
- In the basement, activate the altar (1/7) just ahead and to the right, then turn left and head towards the shelves. Make your way through them, grabbing the candle along the way. Use the candle in front of Telsa’s body.
- Push the shelf to your right to create an exit, then leave the basement. Once back upstairs, leave the house via the newly opened door.

- Make your way through the corn field avoiding the spectre of Telsa. Once you exit from the other end you’ll seek safety in a barn.
- Head to the back of the barn and climb the ladder. Grab the scissors from the locker, then use them with the grindstone in the nearby room to sharpen them.
- In the same room, there’s a collectible medallion (2/15) in a chest and a note on a table. Use Vera Visio in the room to reveal a document on the desk as well if you’d like.
- Leave the room and use the scissors to cut the rope, causing the body to fall to the ground. Go back down the ladder and check the body to get a golden ring.
- Go up the ladder again and return to the room you were in earlier. Put the golden ring on the strange hand statue in the corner.
- Read the note, then inspect the statue to get the code to the nearby combination lock. It’s 61944. Use this code to gain access to the tools on the right, and take the lever.

- Leave the room and use the lever on the winch near the ladder to lower the car. Go down the ladder and leave the barn.
- When you reach the road, head left and continue until you reach some stables. In the stables, crouch to enter the small area on the right, then grab the pitchfork. Leave the small area then use the pitchfork to prise open the stable doors.
- Squeeze through the gap, and in the next area read the collectible gospel fragment (2/5) on the post next to the piles of wood on the right. Use Vera Visio on the horse, too.
- Now enter the house. There are two documents to read in the kitchen/main room, as well as an altar (2/7) to activate in the bedroom on the left, and a book to reveal on the bed using Vera Visio. When you’re done, leave the house via the door at the back.
- Get back on the road by leaving the garden. Follow the road until you reach the a hospital. Go up the stairs on your right to enter it.
Hospital
- In the hospital, move forward, then head left, going through the doorway ahead. Now turn right, go down the corridor, and enter Consulting Room B that’s on your left.
- In this room, use Vera Visio on the bookcase on your right to reveal an hourglass. Examine the hourglass to obtain a new ability, Tempus Fugit, which allows you to manipulate time.

- Turn around and use Vera Visio on the body of the doctor behind the desk. It appears he’s missing something.
- Leave Consulting Room B and head right to find an elevator. Use Tempus Fugit to free the stethoscope from its grasp. Take it and return to Consulting Room B. Place the stethoscope on the body of the doctor to trigger a scene.
- Exit Consulting Room B and enter the restroom across from it. Inside you’ll find another collectible medallion (3/15) on a sink to your left, and a document to read near some cubicles.
- Leave the restroom and head left, back to the lobby of the hospital. Someone in a wheelchair called Whitney will open the double doors in here that were locked before. Head though them.
- Whitney will pursue you in this corridor, so be careful to avoid her. Enter the nearest room to escape her if you need to. Make your way to the Emergency Room.
- In the Emergency room, use Tempus Fugit on the decayed body then take the strip of flesh.

- At the other end of the room, move the shelf to gain access to the Bath Therapy room. In here, inspect the bodies in the bath tubs, then use Vera Visio on the doctor’s coat on the wall. This gives you the name to open the locked door in Consulting Room B: Oliver.
- Leave the Bath Therapy room and make your way to the Nursing room at the far end of the corridor. In this room, use the strip of flesh with the apparatus on the table, then interact with the document on the table at the back of the room and paint over the faint doctor’s signature. If you’ve done it right, you’ll be able to take the document with you.

- Leave the Nursing Room and go straight head, then start to head left down the other corridor. Enter the Gentleman Room on your left and then grab the next collectible medallion (4/15) from the body in the cubicle to the left.
- Exit the Gentleman Room and enter Dr. Saunder’s Office which is across from it. Read the notes on the desk and the table, look at the picture on the coffee table, and reveal the certificates on the wall using Vera Visio. Finally, take the blackboard sponge near the blackboard.
- Leave Dr. Saunder’s Office and enter the Pharm room across from it and to the right. Insert Saunder’s Recipe into the machine in here to open the cabinet. Take the belladonna that’s inside.
- Exit the Pharm room and head left. Push the cabinet out of your way, then enter Consulting Room B again. Approach the locked door in here and enter the name Oliver to open it. Inside, pick up the make-up set from the desk.
- Now make your way back to the Bath Therapy room. Use the make-up set on the body and paint it so that it matches the other in the room: red paint on the lips and nose, and blue on the eyes. Be careful not to paint the teeth!

- Once you’ve successfully painted the face, the bath tub will unlock. Take the bottle of formalin and read the document inside, then leave the Bath Therapy room and head to the Nursing room again.
- When back at the Nursing room, use the blackboard sponge with the blackboard then use Tempus Fugit to reveal the recipe. Use the belladonna and the formalin with the apparatus on the table – they’ll join the strip of flesh we used earlier. Now we need to add the correct amounts of each to create the substance we desire.
- First select the belladonna and press the confirm button once you reach 100ml. Next select the formalin and press confirm once you reach 350ml. The strip of flesh, or tissue, will then be added automatically, finishing the concoction. After the scene, accept the car keys.
- Leave the Nursing room and head across the corridor, making your way to the double doors ahead doused in red light. Those doors will now open. Make your way to the Cafe are ahead.
- Enter the kitchen in the Cafe to find that the exit is locked. You need to find the code. There’s a note on a counter nearby, indicating the code is split into three parts. One is found in a drawer, another is behind the vending machine, and the last is under a table.

- Find all three parts and you’ll have the code, which is 13728. Enter this code into the combination lock on the door in the kitchen to open it. Outside, head right then use the car keys with the car in front of the gates to leave the hospital.
Orphanage
- You start in what appears to be a basement. Pick up the lump of coal just ahead and to the right, then turn around and make you way up the steps.
- Head down the corridor and turn right at the end to reach a lobby area. Investigate the doll on the floor then turn left and make your way towards the broken statue. Pick up the statue trunk then use Vera Visio in the area to work out where you need to place it.
- Now go to the opposite end of the lobby and enter the Teacher’s Office. Here, pick up the speaker, the phone receiver and the golden clock, then use Vera Visio on the desks to work out what needs to go where before placing them. One you’ve done that, use Tempus Fugit on each desk to reveal symbols hidden on each one.
- You now need to use the symbols you’ve found to open the chest at the far end of the room, matching them with the correct letters. Look at the desks – each has a name plate on them, so N = Mr. Norton, H = Ms. Hardy, and C = Ms. Crook. Take the dark candle from inside the chest.

- Leave the Teacher’s Office and head right, then take the next right. Ahead you’ll find some Classrooms. Enter the open Classroom on the right, then, make your way to the back of the room and squeeze through the gap while avoiding the spectres.
- In this second Classroom, examine the symbols on the floor, use Vera Visio to see the drawing on the blackboard, and open the door so that you can more easily leave and re-enter the room in the future. Go back into the room and crawl through the small gap into another room near the blackboard.
- You’ll now be in the Playroom. Examine the drawings on the blackboards and the picture on the all, then use Vera Visio on the small table to reveal a symbol.

- Go back into the previous Classroom with the symbols on the floor. Use the dark candle on the candle holder in the centre of the room, then use the coal to paint the symbol you’ve just revealed in the Playroom. The latter part can be tricky – just draw the circular face and the horns and you should be good.
- Once you’ve successfully performed the ritual, leave the Classroom and start heading back to the lobby. The doll ahead will get up, run away and then blow up, allowing you to go up to the first floor.
- Go up to the first floor then head left and enter the Common Room. If you see a walking doll along the way and it runs towards you, run away, otherwise you’ll get blown up. Pick up the red chalk on the desk near the red drawing on the wall.
- Leave the Common Room via the door you came through and go back to the area at the top of the stairs. Facing the Matron’s Room, use Vera Visio to see the symbol drawn at the end of the corridor to your left, then use the red chalk to draw this symbol on the door to the Matron’s Room to open it.

- In the Matron’s Room, use Vera Vision to reveal the quill on the bed, then interact with it to learn a new skill, Caecus Corvus. This allows you to summon a raven to pick up objects or activate mechanisms you can’t otherwise reach.
- Leave the Matron’s Room and go back to the Common Room. Go out on the balcony and head left until you find a raven on a piece of wood. Crouch under it and then look into the window on the left. Use Caecus Corvus to grab the crowbar that’s blocking the door.
- Go back the way you came and cross through the Common Room, entering the Teacher’s Room now that you’ve unblocked the door. Grab the statue arm from the wall above the fireplace.
- Leave the Teacher’s Room and go back to the area at the top of the stairs again. Head down the corridor to the right of the Matron’s Room and enter the Dining Room at the end. You might need to evade another exploding doll.
- Use Tempus Fugit on the service lift in the Dining Room to reveal another statue arm. Take it.

- Head out onto the balcony. There’s another altar (3/7) here for you to activate. Head back through the Dining Room and start making your way down the corridor. Use the crowbar to unblock the door to the Gym.
- Enter the Gym and use Caecus Covus to grab the door knob at the other end of the room. Once you’ve done that, climb the ladder up to the second floor.

- Go through the doorway on the left, then go down the corridor and find the Master’s Room. Use the door knob to open it. Inside, open the chest and take the statue leg.
- Leave the Master’s Room and head left, going down the opposite corridor to find a restroom. Pick up the valve on the bench next to the sink.
- Leave the restroom and head into the room across from it. Squeeze through the gap in the wall on the left and pick up the red chalk on the table ahead.
- Exit the room via the door and head right, entering the room at the end of the corridor which has a projector in it. At the far end of the room there’s a chest. To the left side of it you’ll find a note which has a clue to the combination required to open it. It’s 51410. Take the statue head that’s inside.
- Open the window for the raven if you’d like, then leave the room with the projector and head right to find Cole’s Room. Draw the required symbol on the door to open it, which is essentially a figure of eight.

- Pick up the alarm device from the table inside Cole’s Room, then leave the room and head right and then right again. At the area at the top of the stairs, use the alarm device on the sparking socket at the side of the double doors.
- Now head back down the corridor where the Master’s Room is and enter the Store Room at the end. Push the shelves out of the way in here and use the valve on the pipe at the far end of the room.
- Leave the Store Room and make your way back down to the ground floor, using the ladder in the Gym and the stairs. Head right when you reach the lobby and enter the Kitchen at the end of the corridor.
- In the Kitchen, use Tempus Fugit on the oven, then examine the chalice that’s inside. The name Felix is scratched onto the bottom of it.
- Head back up the second floor and go to the alarm device you placed earlier. Enter the name Felix to unlock the double doors of the room next to it. Inside, grab the statue leg from the display case.

- You now have all the statue pieces you need, so head back the the lobby on the ground floor. Once there, use Vera Visio to match the rest of the statue pieces with their ghostly counterparts. When that’s done, use Tempus Fugit to manipulate time and fix the statue.
- Leave the orphanage and make your way to the circus ahead.
Circus
- Upon entering the circus, first head right and interact with the robotic tarot card reader who will quiz you. The answers are: The Hierophant, The Tower, The Death.
- Take the red ticket from the tarot card reader then turn around and take the arm from the automaton that’s dropped down behind you. Now head left, back the way you came, and use the red ticket to pass through the turnstile ahead.
- In this area, you need to put the correct arms on the automatons. First replace the arm of the devil with the one you just obtained, then place the one now in your possession on the priestess. Next replace the arm of justice, and finally place an arm on the magician. If you get muddled up, just match the colours.
- Now all of the automatons are correct, death will be disarmed. Push him out of the way and make your way to the outside area.
- Head right and pass through the shipwreck, climbing down the ladder. Follow the wooden walkway around and climb the stairs. Cross the balance beam straight ahead at the top.

- After crossing the beam, head left until you find the controls for a crane. Interact with them and something will drop, creating a ramp over a table nearby. Go over it and then use Caecus Corvus to hit another set of crane controls ahead and to the right, causing a balance beam to drop on the left.
- Cross over the balance beam and you’ll engage in a conversation with Tommy. Take the candy stick he gives you. Now you need to find the ingredients to make cotton candy.
- Head straight forward after your conversation with Tommy and use Vera Visio at the stall with the red roof to reveal a toy hammer. Take it.
- Now head right and follow the purple lights as far as you can. Turn right at the sign for the kid who’s a bottom pit and head straight forwards towards the freakshow to find some sugar on a bench.
- Now turn left and go down the ladder. You’ll find a fuse in this lower area as well as an engine part.
- Go back up the ladder and head back in the direction of Tommy. Approach the merry go round and use Tempus Fugit on it. You should now be able to grab another engine part.
- Leave the merry go round and make your way to the restaurant in the middle of the area you’re in.

- Crouch to go through the opening at the side of the generator, then make your way around to the cotton candy maker in the stall to the rear. Use the two engine parts to repair the cotton candy maker, then use the sugar followed by the candy stick to finally make some cotton candy.
- Take the cotton candy back to Tommy. He’ll give you a blue ticket. Follow the purple lights as far as you can again, then use the blue ticket to move through the turnstile at the end.
- Head right in this new area, then squeeze through the gap in the fence ahead. Use the fuse in the fusebox to restore power to the circus.
- Now head back the way you came, passing through the turnstile you opened with the blue ticket. Watch out for the exploding doll along the way.
- When through the gate, turn right and head towards the stage with the balloons attached to it. Use Caecus Corvus to pop the red balloons in the area to get the red token.
- Now head left and go around the central restaurant area until you reach The Clown House. To the right of it is a hammer game. Use the toy hammer you picked up earlier and stop the meter in the white area to get a blue token.

- Next, go the merry go round and use it to access a new area behind it. Move forward, crouching under the beam as you go, then head right. Facing the sunken Ferris wheel, use Vera Vision to see that there’s an item on the body hanging from it. Use Caecus Corvus to grab it – it’s a yellow ticket.
- Now turn around and find the shooting gallery. After pushing the button to start the game, use Caecus Corvus to hit the target while avoiding the dolls. You’ll get a green token when you’re successful.
- After completing the shooting gallery, head left in this area to find a collectible gospel fragment (3/5), as well as another altar to activate (4/7). Also, pay attention to the name Borne on the carriage along the way, you’ll need this soon.
- Head back and push the red crate out of the way to create a shortcut back to the main area. Go right and find the ticket booth, which has a combination lock on its door. Enter the name BORNE to open it. Inside you’ll find a green ticket.
- Leave the ticket booth and go through the nearby turnstile which you opened with the blue ticket earlier. At the bottom of the stairs, use the yellow ticket you obtained to open another turnstile, giving you access to the freakshow.

- In the freakshow, lure the robot that keeps respawning to explode near the four chains in the area. Once all the chains have been destroyed, a cage in the centre of the area will fall down. Use Caecus Corvis to pick up the game piece that was in it.
- Leave the freakshow and head back to the central area. Go to The Clown House across from where you spoke to Tommy again, and had left, passing between two wagons. Use the green ticket to open the turnstile there, then cross the balance beam ahead.
- Once over the balance beam, head right down the wooden stairs and follow the walkway around. Climb the ladder at the end and pass through the shipwreck.
- You should now be back in the first outside area of the circus. Use the game piece to repair the Camel’s Race game, then play it. To win, you need to push the correct coloured buttons above the rotating game piece. Take the yellow token when you’re successful.
- Now go to the Main Event Tickets kiosk to your right. You need to select the coloured tokens you’ve earned on the correct order, matching the cards on the right. So, the card with the number 2 on the right is red, so insert the red token first. Next up is 7, which is green. Then 1, which is yellow. And finally 4, which is blue.

- Take the main show ticket from the kiosk, then enter the tent via the opening behind you, passing through the room with the automatons again. Head left in the central area and use the main show ticket in the machine to open the turnstile. It’s boss fight time!
How to defeat Rowan in The Occultist
There are two stages to this boss fight against Rowan. The first requires you to lure him into crashing into the three pillars with targets on them in the area. The best tactic is to stand just in front and to the side of one, then run past the front of it when Rowan gets close to you while charging. After doing this three times, the second stage of the fight will begin.

Now, explosive dolls will enter the arena. You need to try and make them explode near to Rowan. The best tactic is to bait him into attacking you, then draw a doll close before running away from it to make sure you’re not caught in the blast. Do this three times and you’ve won the fight.
- Once you’ve defeated Rowan, take his heart from the cage. After that, leave the tent through the gap ahead, drop down onto the pier and take the boat.
Graveyard
- After getting off the boat, leave the shack and make your way to the entrance of the graveyard. Just past the entrance and to the right is a cabin, but you need the correct name to write on the door to open it.
- Head further into the graveyard and enter the mausoleum in the far left. Inside, open the wooden coffins inside and take the lion statue that’s in one of them.
- Leave the mausoleum and head left to find a well. Try to grab the bell that’s hung there – it will fall into the well, but there’s no need to worry about that for now.
- Now turn right and make your way to the central cathedral structure. Use Vera Visio here to see that the lion statue you picked up in the mausoleum should be placed on top of one of the pillars there.

- Place the lion statue on one of the pillars then rotate so that it’s facing the right direct. There’s another lion statue here you can fix using Tempus Fugit as well. Make sure that’s also facing the right direction.
- Head up the stairs in the cathedral and stand about level with the two large lion statues. Use Vera Visio and look up above the statue ahead to see that there’s an interesting object. Use Caecus Corvus to grab it – it’s another bell.
- Now leave the cathedral and head up the nearby stairs to the upper level of the graveyard. Keep an eye on the left for a cross shaped tombstone with another bell on it. Grab it.
- Head further into this upper level and approach the man in front of the nearby mausoleum to trigger a conversation. It’s your dad. Bad news: once the conversation has ended, he’ll pursue you throughout the graveyard.
- Head to the area to the right of the mausoleum and find a broken stone tomb with another lion statue in it. Take it then head up the stone stair nearby and place a bell on the hook at the side of another stone tomb. It will now open, allowing you to look at a coin inside. This is a clue to a puzzle you’ll complete later.

- Now turn around and head past the mausoleum, going up another set of stairs on the right. At the top, grab the rope ladder hanging from a tombstone, then open the wooden casket at the back and take the stone lion that’s inside. There’s a body you can flip up here as well. Open the casket next to it to reveal the name Marina.
- Go back down the stairs and head back to the original set of stairs you came up to access the second level. Just before you reach them there’s a large hole in the ground to the right. Use the rope ladder and climb down into the catacombs.
- Make your way through the catacombs. After going down a small set of stairs, open the casket leant against the wall up ahead. Inside is another name, Willow. There’s another stone lion in one of the wooden caskets as you move forward, too.
- When you reach the end of the catacombs, place another bell on the hook at the side of the tombstone. It will open, allowing you to look at another coin with a clue for an upcoming puzzle.

- Turn around and leave the mausoleum, heading to the cabin straight ahead. Write the name WILLOW on the cabin door to open it. Go inside and take the stone lion from the table, and the hose from the desk.
- Leave the cabin and go back to the well in this area, just to the left of the cathedral. Use the hose on the tap nearby and the well will fill with water, allowing you to grab the bell that fell into it earlier.
- Now go the cathedral and place all the stone lions you have on the pillars. Use Vera Visio and rotate them all to make sure they’re facing the right directions. Once that’s done, the gates at both sides of the cathedral will open.
- Go down into the cathedral crypt and interact with the hook next to the tombstone. Take the lock key, then place a bell on the hook. The tombstone will open, allowing you to look at a third coin with the final piece of an upcoming puzzle.

- Leave the cathedral crypt and head back to the area where you spoke to Gabriel, up the stairs. There’s a gate near the other set of stairs here – use the lock key to unlock it, triggering a scene.
- After the scene, you’ll find yourself in a lighthouse. Head into a small room on the right to find a collectible medallion (5/15) in a drawer, and an altar (5/7) to activate.
- Now head to the kitchen at the far end of the ground floor. Use Vera Visio to reveal the calendar on the wall. Multiple numbers are circled, giving the code 54218.
- Leave the kitchen and head upstairs. Use the ladder to get to the attic. There’s a chest at the far end of the room, use the code 54218 to open it, then take the lighthouse key that’s inside.
- Go back down the ladder to leave the attic, then use the lighthouse key on the door across from the ladder to gain access to the actual lighthouse.
- In the lighthouse, head down into the basement. Check out the note next to the device with the valves, then interact with the valves and get them to match the note. The first needs to be set to 6, the second to 9, and the third to 20.

- After correctly setting the valves there’ll be a scene. You now have your fourth and final ability, Vermis Mentis, which allows you to control the minds of small vermin.
- Use Vermis Mentis to move the rats in this area out of the way, then open the tool locker at the other side of the room. Take the bolt cutters that are inside.
- Head back up the lighthouse and use the bolt cutters to open the gate, allowing you to climb higher. At the very top of the lighthouse, after climbing a ladder, take the lion key next to the body.
- After the scene you’ll be back in front of the mausoleum where you initially spoke to Gabriel. Thankfully this is where you need to use the key you just obtained.
- Examine the entrance to the mausoleum and use the lion key. You now need to guide the key along the right path, using the clues you obtained via the coins in the graveyard. Thankfully they are clearer to make out via your diary.

- Once the door has been opened, enter the mausoleum and make your way through it. After falling down a slope and reaching a sewer area, first take the right path to find an altar (6/7) to activate. Now head back and take the left path, making your way over a balance beam.
- After crouching to go through a pipe, head left to find a collectible medallion (6/15) hanging on the fence ahead. Now head right, crawling through another pipe, go up the slope ahead and after going right at the top take the next left turn.
- Keep pushing forward, and after moving through a room full of gears you’ll eventually find a lift which will take you up to the Redler Manor.
Redler Manor
- After getting out of the lift, you’ll find that you’re now in the garden maze of Redler Manor. And so, your first task is to navigate it in order to actually reach the manor itself. Just keep following the lights and you’ll eventually find your way out. Just note that there this a collectible medallion (7/15) sitting on a bench along the way.

- Once you’re out of the garden maze, head up the multiple sets of stairs ahead and enter the rather fancy Redler Manor.
- Head up the stairs in the manor and take the stone book at the top. Now go back down the stairs and use the stone book with the arms of the automaton to open the door next to it.
- Head through the door and go right, following the going down the hallway and turning left at the end. Go through the door ahead to meet Emilia. After your conversation with her, take the hour hand that’s stuck in the mirror.
- Leave the room going back the way you came, following the hallway around until you see a piano ahead. To the left of the piano is a door with a clockface on it. Use the house hand, then use Tempus Fugit to set the correct time to open the door, which is 10pm.
- In the clock room, use Tempus Fugit near the device in the middle of the room to make the minute arm visible using the light. Now use the two cranks at the far end of the room to move the hour and minute hands to match what you see using Vera Visio, which is basically 6:15.

- Once you’ve completed the clock puzzle, a hidden locker will appear ahead and a door will open. Grab the torn Codex Lumina page from the hidden locker, then go through the newly opened door.
- Go down the stair in this room and head left. Grab the collectible medallion (8/15) on the table, then use Vera Visio on the empty picture frame on the wall to make an image appear.
- Now turn around and climb up the ladder behind you. Head right at the top of the ladder and you’ll find the Codex Lumina. Go through the door just to the left of it, then head right, going up and down some stairs. On the right you’ll find another empty frame, so use Vera Visio to reveal the image.
- Turn around and enter the door just to the left of the automaton holding a teapot. In this room, crouch and crawl through the small vent to gain access to what looks like a child’s room. Pick up the woman’s picture and the torn Codex Lumina page in here, then leave the room via the double doors.
- Go down the stairs ahead and then head left at the bottom to find a small balcony with a crow. Use Vera Visio and you’ll see there’s something interesting about the statue below. Make sure you also note the symbol on the floor.
- Use Caecus Corvus to fly through through the hoops being held by the statues in the area in an anticlockwise order to reveal another hidden locker. Use Caecus Corvus again to grab the lion key from it.

- Now you have the lion key, go back up the stairs you just come down and head right to find a door you can use the key on at the top of another set of stairs.
- Like in the graveyard, you now need to move the key on the correct path to unlock the door. The clue for this is on the floor in the area where you’ve just got the lion key – look in your diary to see it more clearly.

- Once the door is unlocked, enter the planetarium. Use Vera Visio in here to see that there are symbols of the moon and two stars above that have something to hide. Use Caecus Corvus to quickly hit all three of them, and the top of the sphere in the central device will open up. Use Caecus Corvus again to grab another torn Codex Lumina page.
- Now leave the planetarium and head left, going down the stairs. Ahead there’s another empty frame. Use Vera Visio and you’ll see a picture of a woman belongs here. Use the woman’s picture you picked up earlier and a hidden door will be revealed.
- Enter what appears to be an art room. There are multiple things to do in here. First, go the stand with two canvases on it and replicate the symbol on the left canvas on the right. Once you’ve done this, take the painted canvas.
- Use the painted canvas on the stand in front of the projector in the room, then cycle through the colours to reveal the three symbols that form the code to the drawer at the far end of the room. Input the code and take the final torn Codex Lumina page that’s inside.

- Leave the art room and go through the door on the right at the bottom of the stairs ahead to find the Codex Lumina again. Use the four torn pages to complete it, then, after the scene, make your way back to Emilia.
- After a scene, you’ll now be in a greenhouse. Before heading down to the lower area, use Vera Visio to reveal that there’s a collectible medallion (9/15) hanging from a bar up above use Caecus Corvus to grab it.
- Now head to the lower area and take the stone book. Now you need to solve a puzzle involving the animal statues in the central area to leave.
- To solve the animal puzzle, you need to move the statues into the correct locations. Hints as to the correct places for each animal statue are provided on the rear of the four pedestals surrounding the central area. From the far end of the greenhouse, facing where you picked up the stone book, the pig statue needs to be at the top, the fox statue on the right, the rat statue at the bottom, and the raven statue on the left.
- Move the raven and rat statues into their right positions first, then move the rat statue back out of the way towards the raven statue, and place the fox statue in its place instead. Now you can move the pig statue past the fox statue, before moving the fox statue into its correct position. Move the pig statue towards the fox statue to enable yourself to place the rat statue in the correct place again, then move the pig statue into the correct position.

- Once you’ve solved the animal statue puzzle, leave the greenhouse and make your way back to the balcony on the first floor of the manor. There’s a door on the corridor here with another automaton holding out its arms – use the stone book and the door next to it will open.
- Enter the library and go down the ladder inside. There’s another empty picture frame at the end of the room – use Vera Visio to reveal the missing painting. Note the name in the bottom left corner. Now use Tempus Fugit in front of the fallen bookcase in the room so you can leave via the door.
- Now head back to the hallway that leads to where you’ve been talking to Emilia. There’s a door there that you need to write a name on to unlock. Enter the name AGNES.
- Enter the dining room and head left – there’s a collectible gospel fragment (4/5) on a table. Use Vermis Mentis to move the rats out of the way and take the silver mask on the table in the centre of the room.
- Leave the dining room and head left, going back to the area with the piano. Be careful of the ghost that might pursue you. Use the silver mask to open the door just to the right of the piano and enter the concert hall.

- In the concert hall, you need to fix and find various instruments in order to play a concert. First make your way onto the stage and take the treble clef key from the stand, then use Tempus Fugit on the violins to the left.
- Now leave the stage and open the door to the side of it with the treble clef key. Go into the room and activate the final altar (7/7) on the table. Now use Vera Visio on the automaton in the room to reveal a baton. Take it.
- Before you leave the room, pay attention to the sign on the wall and the note on the table – this is a clue to another puzzle we’ll tackle shortly.
- Go back to the stage in the concert hall and with your back to the stand use Vera Visio to see that there’s something useful on one of the balconies above. Use Caecus Corvus to grab the double bass bow.

- Use the double bass bow on the double bass on the stage, then go back to the stand and use the baton to begin the concert. After your performance, take the vinyl record from the stand.
- Now head back to the balcony on the first floor again, where you placed the stone book to gain access to the library.
- Head to the other end of that corridor to find a door with a combination lock on it. The hint for the code was in the room just next to the stage in the concert hall. The musical notes on the piece of paper on the desk were FADGE.

- After entering FADGE into the lock, enter the room then head left, going into another room drenched in red light. Take the golden mask from the table in the corner of the room, near the window.
- Now make your way back down to the ground floor, and use the golden mask to open the door in the main hallway. Enter the ballroom and use the vinyl record with the gramophone before interacting with its handle.
- After the scene you’ll end up in Cole’s stomach. Simply move through it and pick up the tooth at the end.
Temple
- You’ll now be in a new area outside of Redler Manor. Before heading up the stairs, use Vera Visio to reveal that there’s a collectible medallion (10/15) hanging from a nearby lamp post. Use Caecus Corvus to grab it.
- Head up the steps nearby to approach the temple. Once inside, move forward through the pews and approach the chairs around the fancy casket in the middle. Go to each chair and place and place an offering, then interact with the body on the last chair.
- After a scene, the final battle begins.
How to defeat Aron, the final boss in The Occultist
The final battle against Aron can be a tricky one, as he commands rats to attack you and throws debris. What you need to do is find an opportunity to use Caecus Corvus to hit one of the three bells in the area up above. When you do this Aron will fall to the ground for a short while. Now you need to quickly switch to and use Vermis Mentis, manipulating the rats to move to his position and attack him.

Once you’ve done this, the bell you struck will fall to the ground. Simply repeat the process with the two other bells, and Aron will be defeated. The most troublesome things here are the rats – move close to a body on the floor in the area to keep their attention while you use Caecus Corvus. Approach Aron on the floor when you’re done to trigger a scene.
Forest
- You’ll now be back in the forest again. Simply walk down the path, going back to the boat to finish the game.
Well done, you’ve finally completed The Occultist – we hope you found our walkthrough useful.
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